Question: Combining mods

TheFourGuardian

Chieftain
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Jun 30, 2004
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Currently I am attempting to combine a mod with another, specifically Superciv and the abbamouse's religion mod. However, I have found that a file is used by both. Now, I have used the win...I forget the name, actually and don't have it on hand, but it compares files to find the areas that are problematic. Now, I'm not sure how I can make it work, because using the create merged file will make the game not work(can't choose civilizations, and game immediately ends in defeat if I can solve that much. I think it's because I'm editing the unitinfos file and something gets messed up in the settler area.)

Now, while I find these things less than necessary (of course,) I do enjoy working mods together to make a very powerful experience(especially by correcting some of the more bland features, specifically religion and the time problems, while increasing the scope of the game.)

As such, I'd appreciate any suggestions on how to resolve mods that change the same areas fairly quickly. Specifically how to tell which areas are most important to fix.

Actually, I just had a great idea at this moment on how to do it(compare the mod files to the base files and then those files to each other to see if there is overlap(or more specifically, relevent overlap.) But, assuming there is, how would you suggest I would resolve such incompatibility. I'd assume by killing a feature of one mod in favor of another(or creating a seperate and distinct feature, but I'd assume that would require a bit of work in multiple files.) Speaking of that, actually, is there any way I can find which files require other files to be editied as well to work. I imagine the documentation wiki would, but any program or chart would be great.

Thanks to everyone for making this game better, by the way.
 
I personally wish that Firaxis had made the ability to snap-in additions as well as full-blown mods, so you could for instance have a Belgium snap-in, a Real Religions snap-in, etc. - if you've ever played Morrowind, think of the way they handle their mods.
 
Hmm, the term snap in doesn't ring a bell, but Morrowind's mod sytem I do like. I know what you mean. In this game it can be fairly difficult to even implant a single civilization, but in Morrowind you could have thirty extra races, ten new areas, new bosses and gameplay enhancements and the only limits were on cell locations and ram.

Of course, that's just wishful thinking. Civ doesn't get the luxury of preset cells.
 
TheFourGuardian said:
Currently I am attempting to combine a mod with another, specifically Superciv and the abbamouse's religion mod. However, I have found that a file is used by both. Now, I have used the win...I forget the name, actually and don't have it on hand, but it compares files to find the areas that are problematic.

I hope you aren't saying that you use Word to compare the files. Word cannot save the file in the correct text only format (or it can, but it is a pain to find out the correct setting). It is perhaps better to do the file comparison in word, but then make the fixes normally in Notepad.

But I think that this will be a problem for many who like some things in some mods or would like to combine several mods... Perhaps the mods should just give directions to the changes that have to be made, instead of including the complete files?
 
Someone around here (I forget the nickname, but I remember he was Finnish as well) was in the process of making a merging utility for Civ IV mods.
 
Wolfwood said:
I hope you aren't saying that you use Word to compare the files. Word cannot save the file in the correct text only format (or it can, but it is a pain to find out the correct setting). It is perhaps better to do the file comparison in word, but then make the fixes normally in Notepad.

But I think that this will be a problem for many who like some things in some mods or would like to combine several mods... Perhaps the mods should just give directions to the changes that have to be made, instead of including the complete files?

He is referring to WinDiff, a program that compares two files and tells you the Difference.

However it sounds like he WinDiff'd the two mod files to each other, which would result in the issue he experienced. You need to WinDiff EACH file against the Original, and export the changes, then implement the changes into the combined super-mod file. Pay special attention while doing this to make sure that the same portion of the file isn't changed by both mods.
 
Rayanth said:
He is referring to WinDiff, a program that compares two files and tells you the Difference.

Ah, good to know. I wondered how anyone would forget "WinWord"... :crazyeye:
 
I've combined a fair amount of mods so far using XML marker to examine and then resave the files. I'm not comparing the files with any program, but so far it hasn't been too hard. The Superciv mod isn't changing any core rules so my gameplay changes to that mod were easy. I'm not sure what files you need altered, but given a bit of time you should be able to do it until Firaxis or the CFC makes a utility.
 
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